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Level 3 Half-Elf Sorcerer, Shadow Magic
CHARACTER LEVEL, RACE, & CLASS

Mael Morto

Dimir Operative
BACKGROUND

CHARACTER NAME

900
EXPERIENCE

Neutral
ALIGNMENT

Player One
PLAYER NAME

DEITY

STEALTH DISADVANTAGE

ARMOR

13

Unarmored (13)

STRENGTH

+2

PROFICIENCY BONUS

-2

N
CIE C

PROFI

AC

-2 Strength

Y

7

SHIELD

+3 Dexterity

ARMOR CLASS

+4 Constitution



DEXTERITY

+1 Intelligence

+3

MAXIMUM

+1 Wisdom
+5 Charisma



HIT DICE

20

TEMPORARY

3d6

CONDITIONAL

16
CURRENT HIT POINTS
CONSTITUTION

+2

DEATH SAVING THROWS

SAVING THROWS
SPEED
RT

PROFI

Y

N
CIE C

EXPE

+1 Animal Handling (Wis)

14

FLY

30ft.

+3 Acrobatics (Dex)

CLIMB

0ft.

VISION

SWIM

0ft.

0ft.

INSPIRATION

EXHAUSTION

Darkvision, Superior Darkvision

+1 Arcana (Int)
-2 Athletics (Str)

INTELLIGENCE



+1



+3 Insight (Wis)
+3 Intimidation (Cha)



Fey Ancestry. You have advantage on saving
throws against being charmed, and magic can’t
put you to sleep.

+1 Nature (Int)

+1



SPEED, SENSES, & CONDITIONS

+3 Investigation (Int)

+1 Medicine (Wis)

WISDOM

Shadow Magic. Your power draws from the
Shadowfell itself.
Font of Magic (Bonus Action). You have 3 Sorcery
Points. You can transform unexpended sorcery
points into one spell slot (2 > 1st, 3 > 2nd, 5 > 3rd, 6
> 4th, 7 > 5th) on your turn or you can expend one
spell slot and gain a number of sorcery points equal
to the slot’s level.
Metamagic. You can use only one Metamagic
option on a spell when you cast it, unless otherwise
noted.
Subtle Spell. When you cast a spell, you can spend
1 sorcery point to cast it without any somatic or
verbal components.
Twinned Spell. When you cast a spell that targets
only one creature and doesn’t have a range of self,
you can spend a number of sorcery points equal to
the spell’s level to target a second creature in range
with the same spell (1 sorcery point if the spell is a
cantrip).
Eyes of the Dark. You can cast darkness by spending
2 sorcery points. If you cast it this way, you can see
through the darkness created by it.

+5 Deception (Cha)
+1 History (Int)

13

Darkvision. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as if
it were dim light.

+3 Perception (Wis)

Superior Darkvision. You can see in dim light within
120 feet of you as if it were bright light, and in
darkness as if it were dim light.
Strength of the Grave. When damage reduces you
to 0 hit points, make a Charisma saving throw (DC5
+ damage taken). On a success, you drop to 1 hit
point and cannot use this feature again until you
finish a long rest.

+3 Performance (Cha)


13

+5 Persuasion (Cha)
+1 Religion (Int)

+3 Sleight of Hand (Dex)

CHARISMA



+3

+5 Stealth (Dex)

+1 Survival (Wis)
SKILLS

17

13

PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE

+3

1 Attack / Attack Action

NAME

Dagger

RANGE

RACIAL TRAITS
ATTACK

DAMAGE / TYPE

20/60

+5 vs AC

1d4+3 piercing

80/320

+5 vs AC

1d8+3 piercing

Finesse, Light, Thrown

Crossbow, Light

FEATURES & TRAITS

Ammunition, Loading, Two-Handed

Armor Proficiencies. –
Weapon Proficiencies. Dagger, Dart, Sling,
Quarterstaff, Crossbow, Light
Tool Proficiencies. Disguise kit
Languages. Common, Elvish, Celestial, Deep Speech

ATTACKS & SPELLCASTING
This character sheet was generated by the Aurora Builder.

PROFICIENCIES & LANGUAGES

Mael Morto
CHARACTER NAME

Male

40

5'11"

160 lb.

GENDER

AGE

HEIGHT

WEIGHT

Black

Pale

White

EYES

SKIN

HAIR

NAME

SYMBOL
CHARACTER PORTRAIT

I never show my anger. I just plot my revenge.
Combat is meant to be quick, clean, and one-sided.

PERSONALITY TRAITS

ALLIES & ORGANIZATIONS

You’re a spy. Secrets and misinformation are your stock in trade. You skulk in the shadows, infiltrate other guilds, and
steal the most precious secrets, whether they’re written in locked journals or hidden away in someone’s mind. Even you
might not be aware of all the reasons behind the missions you carry out. Sometimes a mission’s sole purpose is to
conceal the motivatjon behind another strike performed in a different part of the city, or simply to spread fear.
As part of your covert work for House Dimir, you maintain a false identity as a member of another guild. You can choose
your secondary guild or roll to determine it randomly. This secondary guild membership determines a portion of your
starting equipment and is also where most of your contacts come from. You infiltrate your secondary guild to learn its
secrets, keep tabs on its activities, or perhaps undermine it from within.

Nihilism. I don’t believe in anything, and anyone who
does is a fool. (Neutral)

IDEAL

The Dimir agent who recruited me was unmasked
and killed. My revenge on the killers will be thorough
and painful.
BOND

I have trouble trusting anyone but myself.

FLAW

BACKGROUND STORY

False Identity
You have more than one identity. The one you wear
most of the time makes you appear to be a member
of a guild other than House Dimir. You have
documentation, established acquaintances, and
disguises that allow you to assume that persona and
fit into the secondary guild. (Golgari
Agent)Whenever you choose, you can drop this
identity and blend into the guildless masses of the
city.

BACKGROUND FEATURE

A piece of crystal that faintly glows in the moonlight

TRINKET

ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.

ADVENTURING GEAR

#

lb

Poisoner’s Kit
Dungeoneer’s Pack
[Dagger]
Dagger
Orb
Crossbow, Light
Crossbow Bolt

1

2

1

10

1

1

1

1

1

3

1

5

20

1

MAGIC ITEMS

#

ATTUNED MAGIC ITEMS

0

/

VALUABLES — GEMS, ART OBJECTS, TRADE GOODS

lb

3
#

lb

COPPER

SILVER

ELECTRUM

GOLD

PLATINUM

0

0

0

10

0

ENCUMBRANCE — LIFTING AND CARRYING
WEIGHT CARRIED

23.2 lb

/

CARRY CAPACITY

PUSH, DRAG, LIFT

105 lb

210 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

Dimir insignia
three small knives
dark-colored common clothes
common cloths
Golgari insignia
pet beetle
Diamond Orb worth 50gp (Chromatic Orb requirement)

INVENTORY — ITEM DESCRIPTIONS & NOTES

ADDITIONAL TREASURE

#1
STORED ITEM

#2
#

lb.

STORED ITEM

#

lb.

Additional Spells from Dimir Operative
Background.

STORED ITEMS
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.

QUEST ITEMS & TRINKETS

Charisma

+5

13

N/A

SPELLCASTING ABILITY

SPELL ATTACK BONUS

SAVING THROW DC

SPELLS TO PREPARE

Sorcerer, Shadow Magic

Chill Touch

CANTRIPS

Mending

1ST LEVEL

Fire Bolt

Message

4 SPELL SLOTS

Chromatic Orb

Mage Armor

2 SPELL SLOTS

Darkness

Mirror Image

Shield

2ND LEVEL

SPELLCASTING ABILITY

SPELL ATTACK BONUS

SAVING THROW DC

SPELLS TO PREPARE

Other Spells

CANTRIPS

Encode Thoughts (Additional Spell)

Mage Hand (Additional Spell)

1ST LEVEL

Disguise Self (Additional Spell)

Sleep (Additional Spell)

2ND LEVEL

Detect Thoughts (Additional Spell)

Pass without Trace (Additional Spell)

Chill Touch

Encode Thoughts

Necromancy Cantrip

Enchantment Cantrip

CASTING TIME

1 action

RANGE

120 feet

RANGE

DURATION

1 round

DURATION

COMPONENTS

Fire Bolt

CASTING TIME

COMPONENTS

V, S

Evocation Cantrip

1 action
Self

CASTING TIME

1 action

RANGE

120 feet

DURATION

Up to 8 hours

COMPONENTS

S

Instantaneous
V, S

You create a ghostly, skeletal hand in the space of a creature within
range. Make a ranged spell attack against the creature to assail it
with the chill of the grave. On a hit, the target takes 1d8 necrotic
damage, and it can’t regain hit points until the start of your next turn.
Until then, the hand clings to the target. If you hit an undead target,
it also has disadvantage on attack rolls against you until the end of
your next turn. This spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).

Putting a finger to your head, you pull a memory, an idea, or a
message from your mind and transform it into a tangible string of
glowing energy called a thought strand, which persists for the
duration or until you cast this spell again. The thought strand appears
in an unoccupied space within 5 feet of you as a Tiny, weightless,
semisolid object that can be held and carried like a ribbon. It is
otherwise stationary.
If you cast this spell while concentrating on a spell or an ability that
allows you to read or manipulate the thoughts of others (such as
detect thoughts or modify memory), you can transform the thoughts
or memories you read, rather than your own, into a thought strand.
Casting this spell while holding a thought strand allows you to
instantly receive whatever memory, idea, or message the thought
strand contains. (Casting detect thoughts on the strand has the same
effect.)

You hurl a mote of fire at a creature or object within range. Make a
ranged spell attack against the target. On a hit, the target takes 1d10
fire damage. A flammable object hit by this spell ignites if it isn’t
being worn or carried.
This spell’s damage increases by 1d10 when you reach 5th level
(2d10), 11th level (3d10), and 17th level (4d10).

Spellcasting (Sorcerer)

Additional Spell

Spellcasting (Sorcerer)

Player’s Handbook

Mage Hand

Mending

Message

Transmutation Cantrip

Transmutation Cantrip

1 action

CASTING TIME

RANGE

30 feet

RANGE

COMPONENTS

Player’s Handbook

Conjuration Cantrip
CASTING TIME

DURATION

Guildmasters’ Guide to Ravnica

DURATION

1 minute

COMPONENTS

V, S

1 minute
Touch
Instantaneous

CASTING TIME

1 action

RANGE

120 feet

DURATION

1 round

COMPONENTS

V, S, M (two lodestones)

V, S, M (a short piece of copper wire)

A spectral, floating hand appears at a point you choose within range.
The hand lasts for the duration or until you dismiss it as an action.
The hand vanishes if it is ever more than 30 feet away from you or if
you cast this spell again.
You can use your action to control the hand. You can use the hand
to manipulate an object, open an unlocked door or container, stow or
retrieve an item from an open container, or pour the contents out of
a vial. You can move the hand up to 30 feet each time you use it. The
hand can’t attack, activate magic items, or carry more than 10
pounds.

This spell repairs a single break or tear in an object you touch, such as
broken chain link, two halves of a broken key, a torn cloak, or a
leaking wineskin. As long as the break or tear is no larger than 1 foot
in any dimension, you mend it, leaving no trace of the former
damage. This spell can physically repair a magic item or construct,
but the spell can’t restore magic to such an object.

You point your finger toward a creature within range and whisper a
message. The target (and only the target) hears the message and can
reply in a whisper that only you can hear. You can cast this spell
through solid objects if you are familiar with the target and know it is
beyond the barrier. Magical silence, 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or 3 feet of wood blocks the
spell. The spell doesn’t have to follow a straight line and can travel
freely around corners or through openings.

Additional Spell

Spellcasting (Sorcerer)

Spellcasting (Sorcerer)

Player’s Handbook

Chromatic Orb

Disguise Self

1st-level evocation

1st-level illusion

CASTING TIME

1 action

RANGE

90 feet

DURATION
COMPONENTS

Player’s Handbook

CASTING TIME
RANGE
DURATION

Instantaneous
V, S, M (a diamond worth at least 50 gp)

COMPONENTS

Player’s Handbook

Mage Armor
1st-level abjuration
CASTING TIME

1 action

RANGE

Self

DURATION

1 hour

COMPONENTS

V, S

1 action
Touch
8 hours
V, S, M (a piece of cured leather)

You hurl a 4-inch-diameter sphere of energy at a creature that you
can see within range. You choose acid, cold, fire, lightning, poison, or
thunder for the type of orb you create, and then make a ranged spell
attack against the target. If the attack hits, the creature takes 3d8
damage of the type you choose.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d8 for each slot level above
1st.

You make yourself—including your clothing, armor, weapons, and
other belongings on your person—look different until the spell ends
or until you use your action to dismiss it. You can seem 1 foot shorter
or taller and can appear thin, fat, or in between. You can’t change
your body type, so you must adopt a form that has the same basic
arrangement of limbs. Otherwise, the extent of the illusion is up to
you. The changes wrought by this spell fail to hold up to physical
inspection. For example, if you use this spell to add a hat to your
outfit, objects pass through the hat, and anyone who touches it
would feel nothing or would feel your head and hair. If you use this
spell to appear thinner than you are, the hand of someone who
reaches out to touch you would bump into you while it was
seemingly still in midair. To discern that you are disguised, a creature
can use its action to inspect your appearance and must succeed on
an Intelligence (Investigation) check against your spell save DC.

You touch a willing creature who isn’t wearing armor, and a
protective magical force surrounds it until the spell ends. The target’s
base AC becomes 13 + its Dexterity modifier. The spell ends it if the
target dons armor or if you dismiss the spell as an action.

Spellcasting (Sorcerer)

Additional Spell

Spellcasting (Sorcerer)

Player’s Handbook

Player’s Handbook

Player’s Handbook

Shield

Sleep

1st-level abjuration
CASTING TIME
RANGE
DURATION
COMPONENTS

Darkness

1st-level enchantment

1 reaction
Self

CASTING TIME

1 action

RANGE

90 feet

DURATION

1 round

COMPONENTS

V, S

2nd-level evocation
CASTING TIME

1 action

RANGE

60 feet

DURATION

1 minute
V, S, M (a pinch of fine sand, rose petals, or a cricket)

COMPONENTS

Concentration, up to 10 minutes
V, M (bat fur and a drop of pitch or piece of coal)

Reaction trigger: You are hit by an attack or targeted by the magic
missile spell An invisible barrier of magical force appears and protects
you. Until the start of your next turn, you have a +5 bonus to AC,
including against the triggering attack, and you take no damage from
magic missile.

This spell sends creatures into a magical slumber. Roll 5d8, the total
is how many hit points of creatures this spell can affect. Creatures
within 20 feet of a point you choose within range are affected in
ascending order of their current hit points (ignoring unconscious
creatures).
Starting with the creature that has the lowest current hit points,
each creature affected by this spell falls unconscious until the spell
ends, the sleeper takes damage, or someone uses an action to shake
or slap the sleeper awake. Subtract each creature’s hit points from
the total before moving on to the creature with the next lowest hit
points. A creature’s hit points must be equal to or less than the
remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected
by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d8 for each slot level above 1st.

Magical darkness spreads from a point you choose within range to fill
a 15-foot radius sphere for the duration. The darkness spreads
around corners. A creature with darkvision can’t see through this
darkness, and nonmagical light can’t illuminate it. If the point you
choose is on an object you are holding or one that isn’t being worn or
carried, the darkness emanates from the object and moves with it.
Completely covering the source of the darkness with an opaque
object, such as a bowl or a helm, blocks the darkness. If any of this
spell’s area overlaps with an area of light created by a spell of 2nd
level or lower, the spell that created the light is dispelled.

Spellcasting (Sorcerer)

Additional Spell

Eyes of the Dark (Sorcerer)

CASTING TIME
RANGE
DURATION
COMPONENTS

Player’s Handbook

Player’s Handbook

Detect Thoughts

Mirror Image

2nd-level divination

2nd-level illusion
CASTING TIME

1 action

RANGE

Self

DURATION

Concentration, up to 1 minute

COMPONENTS

V, S, M (a copper piece)

Player’s Handbook

Pass without Trace
2nd-level abjuration
CASTING TIME

1 action

RANGE

Self

DURATION

1 minute

COMPONENTS

V, S

1 action
Self
Concentration, up to 1 hour
V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)

For the duration, you can read the thoughts of certain creatures.
When you cast the spell and as your action on each turn until the
spell ends, you can focus your mind on any one creature that you can
see within 30 feet of you. If the creature you choose has an
Intelligence of 3 or lower or doesn’t speak any language, the creature
is unaffected. You initially learn the surface thoughts of the creature what is most on its mind in that moment. As an action, you can either
shift your attention to another creature’s thoughts or attempt to
probe deeper into the same creature’s mind. If you probe deeper, the
target must make a Wisdom saving throw. If it fails, you gain insight
into its reasoning (if any), its emotional state, and something that
looms large in its mind (such as something it worries over, loves, or
hates). If it succeeds, the spell ends. Either way, the target knows
that you are probing into its mind, and unless you shift your attention
to another creatures thoughts, the creature can use its action on its
turn to make an Intelligence check contested by your Intelligence
check

Three illusory duplicates of yourself appear in your space. Until the
spell ends, the duplicates move with you and mimic your actions,
shifting position so it’s impossible to track which image is real. You
can use your action to dismiss the illusory duplicates. Each time a
creature targets you with an attack during the spell’s duration, roll a
d20 to determine whether the attack instead targets one of your
duplicates. If you have three duplicates, you must roll a 6 or higher to
change the attack’s target to a duplicate. With two duplicates, you
must roll an 8 or higher. With one duplicate, you must roll an 11 or
higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an
attack hits a duplicate, the duplicate is destroyed. A duplicate can be
destroyed only by an attack that hits it. It ignores all other damage
and effects. The spell ends when all three duplicates are destroyed. A
creature is unaffected by this spell if it can’t see, if it relies on senses
other than sight, such as blindsight, or if it can perceive illusions as
false, as with truesight.

A veil of shadows and silence radiates from you, masking you and
your companions from detection. For the duration, each creature you
choose within 30 feet of you (including you) has a +10 bonus to
Dexterity (Stealth) checks and can’t be tracked except by magical
means. A creature that receives this bonus leaves behind no tracks or
other traces of its passage.

Additional Spell

Spellcasting (Sorcerer)

Additional Spell

Player’s Handbook

Player’s Handbook

Player’s Handbook

Poisoner’s Kit
Tools

Dungeoneer’s Pack

Dagger

Equipment Packs

Weapons

A poisoner’s kit is a favored resource for thieves, assassins, and
others who engage in skulduggery. It allows you to apply poisons
and create them from various materials. Your knowledge of
poisons also helps you treat them.
Components. A poisoner’s kit includes glass vials, a mortar and
pestle, chemicals, and a glass stirring rod.
History. Your training with poisons can help you when you try
to recall facts about infamous poisonings.
Investigation, Perception. Your knowledge of poisons has
taught you to handle those substances carefully, giving you an
edge when you inspect poisoned objects or try to extract clues
from events that involve poison.
Medicine. When you treat the victim of a poison, your
knowledge grants you added insight into how to provide the best
care to your patient.
Nature, Survival. Working with poisons enables you to acquire
lore about which plants and animals are poisonous.
Handle Poison. Your proficiency allows you to handle and apply
a poison without risk of exposing yourself to its effects.
POISONER’S KIT
Activity DC
Spot a poisoned object 10
Determine the effects ofa poison 20

Includes a backpack, a crowbar, a hammer, 10 pitons, 10
torches, a tinderbox, 10 days of rations, and a waterskin.
The pack also has 50 feet of hempen rope strapped to the
side of it.

2 lbs.

10 lbs.

Player’s Handbook

Player’s Handbook

1 lb.

Player’s Handbook

Dagger

Orb

Crossbow, Light

Weapons

Spellcasting Focus

Weapons

An arcane focus is a special item—an orb, a crystal, a rod, a
specially constructed staff, a wand—like length of wood, or
some similar item designed to channel the power of arcane
spells. A sorcerer, warlock, or wizard can use such an item
as a spellcasting focus.

1 lb.

Player’s Handbook

Crossbow Bolt
Ammunition

Crossbow bolts are used with a crossbow to make a ranged
attack.

1/20 lb.

Player’s Handbook

3 lb.

Player’s Handbook

5 lb.

Player’s Handbook






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